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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
"""Import, export and render to POV engines.
These engines can be POV-Ray or Uberpov but others too, since POV is a
Scene Description Language. The script has been split in as few files
as possible :
___init__.py :
Initialize variables
Update new variables to values from older API. This file needs an update.
ui.py :
Provide property buttons for the user to set up the variables.
primitives.py :
Display some POV native primitives in 3D view for input and output.
shading.py
Translate shading properties to declared textures at the top of a pov file
nodes.py
Translate node trees to the pov file
render.py :
Translate geometry and UI properties (Blender and POV native) to the POV file
Along these essential files also coexist a few additional libraries to help make
Blender stand up to other POV IDEs such as povwin or QTPOV.
presets :
Material (sss)
apple.py ; chicken.py ; cream.py ; Ketchup.py ; marble.py ;
potato.py ; skim_milk.py ; skin1.py ; skin2.py ; whole_milk.py
Radiosity
01_Debug.py ; 02_Fast.py ; 03_Normal.py ; 04_Two_Bounces.py ;
05_Final.py ; 06_Outdoor_Low_Quality.py ; 07_Outdoor_High_Quality.py ;
08_Outdoor(Sun)Light.py ; 09_Indoor_Low_Quality.py ;
10_Indoor_High_Quality.py ;
World
01_Clear_Blue_Sky.py ; 02_Partly_Hazy_Sky.py ; 03_Overcast_Sky.py ;
04_Cartoony_Sky.py ; 05_Under_Water.py ;
Light
01_(5400K)_Direct_Sun.py ; 02_(5400K)_High_Noon_Sun.py ;
03_(6000K)_Daylight_Window.py ;
04_(6000K)_2500W_HMI_(Halogen_Metal_Iodide).py ;
05_(4000K)_100W_Metal_Halide.py ; 06_(3200K)_100W_Quartz_Halogen.py ;
07_(2850K)_100w_Tungsten.py ; 08_(2600K)_40w_Tungsten.py ;
09_(5000K)_75W_Full_Spectrum_Fluorescent_T12.py ;
10_(4300K)_40W_Vintage_Fluorescent_T12.py ;
11_(5000K)_18W_Standard_Fluorescent_T8 ;
12_(4200K)_18W_Cool_White_Fluorescent_T8.py ;
14_(6500K)_54W_Grow_Light_Fluorescent_T5-HO.py ;
15_(3200K)_40W_Induction_Fluorescent.py ;
16_(2100K)_150W_High_Pressure_Sodium.py ;
17_(1700K)_135W_Low_Pressure_Sodium.py ;
18_(6800K)_175W_Mercury_Vapor.py ; 19_(5200K)_700W_Carbon_Arc.py ;
20_(6500K)_15W_LED_Spot.py ; 21_(2700K)_7W_OLED_Panel.py ;
22_(30000K)_40W_Black_Light_Fluorescent.py ;
23_(30000K)_40W_Black_Light_Bulb.py; 24_(1850K)_Candle.py
templates:
abyss.pov ; biscuit.pov ; bsp_Tango.pov ; chess2.pov ;
cornell.pov ; diffract.pov ; diffuse_back.pov ; float5 ;
gamma_showcase.pov ; grenadine.pov ; isocacti.pov ;
mediasky.pov ; patio-radio.pov ; subsurface.pov ; wallstucco.pov
"""
"name": "Persistence of Vision",
"author": "Campbell Barton, "
"Maurice Raybaud, "
"Leonid Desyatkov, "
"Bastien Montagne, "
"Constantin Rahn, "
"Silvio Falcinelli",
"location": "Render Properties > Render Engine > Persistence of Vision",
"description": "Persistence of Vision integration for blender",
"wiki_url": "https://docs.blender.org/manual/en/dev/addons/render/povray.html",
"category": "Render",
}
importlib.reload(ui)
importlib.reload(render)
importlib.reload(update_files)
from bpy.utils import register_class, unregister_class
# import addon_utils # To use some other addons
import nodeitems_utils # for Nodes
from nodeitems_utils import NodeCategory, NodeItem # for Nodes
from bl_operators.presets import AddPresetBase
from bpy.types import AddonPreferences, PropertyGroup
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
PointerProperty,
CollectionProperty,
)
from . import ui, render, update_files
CoDEmanX
committed
def string_strip_hyphen(name):
"""Remove hyphen characters from a string to avoid POV errors."""
return name.replace("-", "")
def active_texture_name_from_uilist(self, context):
mat = context.scene.view_layers["View Layer"].objects.active.active_material
index = mat.pov.active_texture_index
name = mat.pov_texture_slots[index].name
newname = mat.pov_texture_slots[index].texture
tex = bpy.data.textures[name]
tex.name = newname
mat.pov_texture_slots[index].name = newname
def active_texture_name_from_search(self, context):
mat = context.scene.view_layers["View Layer"].objects.active.active_material
index = mat.pov.active_texture_index
name = mat.pov_texture_slots[index].texture_search
try:
tex = bpy.data.textures[name]
mat.pov_texture_slots[index].name = name
mat.pov_texture_slots[index].texture = name
except:
pass
Bastien Montagne
committed
###############################################################################
# Scene POV properties.
###############################################################################
class RenderPovSettingsScene(PropertyGroup):
"""Declare scene level properties controllable in UI and translated to POV."""
name="Enable SDL window",
description="Enable the SDL window in Linux OS",
default=True,
)
name="Text Scene Name",
description="Name of POV scene to use. "
"Set when clicking Run to render current text only",
maxlen=1024,
)
name="Enable Tempfiles",
description="Enable the OS-Tempfiles. Otherwise set the path where"
name="POV editor",
description="Don't Close POV editor after rendering (Overridden"
deletefiles_enable: BoolProperty(
name="Delete files",
description="Delete files after rendering. "
name="Scene Name",
description="Name of POV scene to create. Empty name will use "
"the name of the blend file",
maxlen=1024,
)
name="Export scene path",
# Bug in POV-Ray RC3
# description="Path to directory where the exported scene "
# "(POV and INI) is created",
description="Path to directory where the files are created",
maxlen=1024,
subtype="DIR_PATH",
)
renderimage_path: StringProperty(
name="Rendered image path",
description="Full path to directory where the rendered image is "
"saved",
maxlen=1024,
subtype="DIR_PATH",
)
name="LF in lists",
description="Enable line breaks in lists (vectors and indices). "
"Disabled: lists are exported in one line",
default=True,
)
# Not a real pov option, just to know if we should write
name="Enable Radiosity",
description="Enable POV radiosity calculation",
default=True,
)
radio_display_advanced: BoolProperty(
name="Advanced Options",
description="Show advanced options",
default=False,
)
name="Enable Media",
description="Enable POV atmospheric media",
default=False,
)
name="Samples",
description="Number of samples taken from camera to first object "
"encountered along ray path for media calculation",
min=1,
max=100,
default=35,
)
media_scattering_type: EnumProperty(
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name="Scattering Type",
description="Scattering model",
items=(
(
'1',
"1 Isotropic",
"The simplest form of scattering because"
" it is independent of direction."
),
(
'2',
"2 Mie haze ",
"For relatively small particles such as "
"minuscule water droplets of fog, cloud "
"particles, and particles responsible "
"for the polluted sky. In this model the"
" scattering is extremely directional in"
" the forward direction i.e. the amount "
"of scattered light is largest when the "
"incident light is anti-parallel to the "
"viewing direction (the light goes "
"directly to the viewer). It is smallest"
" when the incident light is parallel to"
" the viewing direction. "
),
(
'3',
"3 Mie murky",
"Like haze but much more directional"
),
(
'4',
"4 Rayleigh",
"For extremely small particles such as "
"molecules of the air. The amount of "
"scattered light depends on the incident"
" light angle. It is largest when the "
"incident light is parallel or "
"anti-parallel to the viewing direction "
"and smallest when the incident light is "
"perpendicular to viewing direction."
),
(
'5',
"5 Henyey-Greenstein",
"The default eccentricity value "
"of zero defines isotropic "
"scattering while positive "
"values lead to scattering in "
"the direction of the light and "
"negative values lead to "
"scattering in the opposite "
"direction of the light. Larger "
"values of e (or smaller values "
"in the negative case) increase "
"the directional property of the"
" scattering."
)
),
default='1',
)
media_diffusion_scale: FloatProperty(
name="Scale",
description="Scale factor of Media Diffusion Color",
precision=12, step=0.00000001, min=0.000000001, max=1.0,
default=(1.0),
)
media_diffusion_color: FloatVectorProperty(
name="Media Diffusion Color",
description="The atmospheric media color",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.001, 0.001, 0.001),
options={'ANIMATABLE'},
subtype='COLOR',
)
Bastien Montagne
committed
media_absorption_scale: FloatProperty(
name="Scale",
description="Scale factor of Media Absorption Color. "
"use 1/depth of media volume in meters",
precision=12,
step=0.000001,
min=0.000000001,
max=1.0,
default=(0.00002),
)
media_absorption_color: FloatVectorProperty(
name="Media Absorption Color",
description="The atmospheric media absorption color",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0),
options={'ANIMATABLE'},
subtype='COLOR',
)
media_eccentricity: FloatProperty(
name="Media Eccenticity Factor",
description="Positive values lead"
" to scattering in the direction of the light and negative "
"values lead to scattering in the opposite direction of the "
"light. Larger values of e (or smaller values in the negative"
" case) increase the directional property of the scattering.",
precision=2,
step=0.01,
min=-1.0,
max=1.0,
default=(0.0),
options={'ANIMATABLE'},
)
name="Enable Baking",
description="Enable POV texture baking",
default=False
)
indentation_character: EnumProperty(
name="Indentation",
description="Select the indentation type",
items=(
('NONE', "None", "No indentation"),
('TAB', "Tabs", "Indentation with tabs"),
('SPACE', "Spaces", "Indentation with spaces")
),
name="Quantity of spaces",
description="The number of spaces for indentation",
min=1,
max=10,
default=4,
)
name="Enable Comments",
description="Add comments to pov file",
default=True,
)
command_line_switches: StringProperty(
name="Command Line Switches",
description="Command line switches consist of a + (plus) or - "
"(minus) sign, followed by one or more alphabetic "
"characters and possibly a numeric value",
maxlen=500,
)
name="Anti-Alias", description="Enable Anti-Aliasing",
default=True,
)
name="Method",
description="AA-sampling method. Type 1 is an adaptive, "
"non-recursive, super-sampling method. Type 2 is an "
"adaptive and recursive super-sampling method. Type 3 "
"is a stochastic halton based super-sampling method",
items=(
("0", "non-recursive AA", "Type 1 Sampling in POV"),
("1", "recursive AA", "Type 2 Sampling in POV"),
("2", "stochastic AA", "Type 3 Sampling in POV")
),
default="1",
)
antialias_confidence: FloatProperty(
name="Antialias Confidence",
description="how surely the computed color "
"of a given pixel is indeed"
"within the threshold error margin",
min=0.0001,
max=1.0000,
default=0.9900,
precision=4
name="Antialias Depth",
description="Depth of pixel for sampling",
antialias_threshold: FloatProperty(
name="Antialias Threshold",
description="Tolerance for sub-pixels",
min=0.0,
max=1.0,
soft_min=0.05,
soft_max=0.5,
default=0.03,
)
name="Jitter",
description="Enable Jittering. Adds noise into the sampling "
"process (it should be avoided to use jitter in "
"animation)",
default=False,
)
name="Jitter Amount",
description="Amount of jittering",
min=0.0,
max=1.0,
soft_min=0.01,
soft_max=1.0,
default=1.0,
)
name="Antialias Gamma",
description="POV-Ray compares gamma-adjusted values for super "
"sampling. Antialias Gamma sets the Gamma before "
"comparison",
min=0.0,
max=5.0,
soft_min=0.01,
soft_max=2.5,
default=2.5,
)
name="Alpha",
description="Representation of alpha information in the RGBA pixels",
items=(
("SKY", "Sky", "Transparent pixels are filled with sky color"),
(
"TRANSPARENT",
"Transparent",
"Transparent, World background is transparent with premultiplied alpha",
),
),
default="SKY",
)
name="Shadows",
description="Calculate shadows while rendering",
default=True,
)
name="Max Trace Level",
description="Number of reflections/refractions allowed on ray "
"path",
adc_bailout_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
Maurice Raybaud
committed
name="ADC Bailout",
description="Adaptive Depth Control (ADC) to stop computing additional"
"reflected or refracted rays when their contribution is insignificant."
"The default value is 1/255, or approximately 0.0039, since a change "
"smaller than that could not be visible in a 24 bit image. Generally "
"this value is fine and should be left alone."
"Setting adc_bailout to 0 will disable ADC, relying completely on "
"max_trace_level to set an upper limit on the number of rays spawned. ",
min=0.0,
max=1000.0,
default=0.00392156862745,
precision=3
)
Maurice Raybaud
committed
ambient_light_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
Maurice Raybaud
committed
ambient_light: FloatVectorProperty(
name="Ambient Light",
description="Ambient light is used to simulate the effect of inter-diffuse reflection",
precision=4, step=0.01, min=0, soft_max=1,
default=(1, 1, 1), options={'ANIMATABLE'}, subtype='COLOR',
global_settings_advanced: BoolProperty(
name="Advanced",
description="",
default=False,
)
Maurice Raybaud
committed
irid_wavelength_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
Maurice Raybaud
committed
irid_wavelength: FloatVectorProperty(
name="Irid Wavelength",
description=(
"Iridescence calculations depend upon the dominant "
"wavelengths of the primary colors of red, green and blue light"
),
precision=4,
step=0.01,
min=0,
soft_max=1,
default=(0.25,0.18,0.14),
options={'ANIMATABLE'},
subtype='COLOR'
Maurice Raybaud
committed
name="Charset",
description="This allows you to specify the assumed character set of all text strings",
items=(
("ascii", "ASCII", ""),
("utf8", "UTF-8", ""),
("sys", "SYS", "")
),
default="utf8",
)
Maurice Raybaud
committed
max_intersections_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
Maurice Raybaud
committed
name="Max Intersections",
description="POV-Ray uses a set of internal stacks to collect ray/object intersection points",
min=2,
max=1024,
default=64,
)
Maurice Raybaud
committed
number_of_waves_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
Maurice Raybaud
committed
name="Number Waves",
description=(
"The waves and ripples patterns are generated by summing a series of waves, "
"each with a slightly different center and size"
),
min=1,
max=10,
default=1000,
)
Maurice Raybaud
committed
noise_generator_enable: BoolProperty(
name="Enable",
description="",
default=False,
)
Maurice Raybaud
committed
name="Noise Generator",
description="There are three noise generators implemented",
min=1,
max=3,
default=2,
)
########################### PHOTONS #######################################
name="Photons",
description="Enable global photons",
default=False,
)
photon_enable_count: BoolProperty(
name="Spacing / Count",
description="Enable count photons",
default=False,
)
name="Count",
description="Photons count",
min=1,
max=100000000,
default=20000
)
name="Spacing",
description="Average distance between photons on surfaces. half "
"this get four times as many surface photons",
min=0.001,
max=1.000,
soft_min=0.001,
soft_max=1.000,
photon_max_trace_level: IntProperty(
name="Max Trace Level",
description="Number of reflections/refractions allowed on ray "
"path",
min=1,
max=256,
default=5
)
photon_adc_bailout: FloatProperty(
name="ADC Bailout",
description="The adc_bailout for photons. Use adc_bailout = "
"0.01 / brightest_ambient_object for good results",
min=0.0,
max=1000.0,
soft_min=0.0,
soft_max=1.0,
precision=3,
default=0.1,
)
name="Gather Min", description="Minimum number of photons gathered"
"for each point",
min=1, max=256, default=20
)
name="Gather Max", description="Maximum number of photons gathered for each point",
min=1, max=256, default=100
)
photon_map_file_save_load: EnumProperty(
name="Operation",
description="Load or Save photon map file",
items=(
("NONE", "None", ""),
("save", "Save", ""),
("load", "Load", "")
),
default="NONE",
)
photon_map_filename: StringProperty(
name="Filename",
description="",
maxlen=1024
)
name="Directory",
description="",
maxlen=1024,
subtype="DIR_PATH",
)
name="File",
description="",
maxlen=1024,
subtype="FILE_PATH"
)
radio_adc_bailout: FloatProperty(
name="ADC Bailout",
description="The adc_bailout for radiosity rays. Use "
"adc_bailout = 0.01 / brightest_ambient_object for good results",
min=0.0,
max=1000.0,
soft_min=0.0,
soft_max=1.0,
default=0.0039,
precision=4,
)
radio_always_sample: BoolProperty(
name="Always Sample",
description="Only use the data from the pretrace step and not gather "
"any new samples during the final radiosity pass",
default=False,
)
name="Brightness",
description="Amount objects are brightened before being returned "
"upwards to the rest of the system",
min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0
)
name="Ray Count",
description="Number of rays for each new radiosity value to be calculated "
"(halton sequence over 1600)",
min=1, max=10000, soft_max=1600, default=35
)
radio_error_bound: FloatProperty(
name="Error Bound",
description="One of the two main speed/quality tuning values, "
"lower values are more accurate",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8
)
radio_gray_threshold: FloatProperty(
name="Gray Threshold",
description="One of the two main speed/quality tuning values, "
"lower values are more accurate",
min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0
)
radio_low_error_factor: FloatProperty(
name="Low Error Factor",
description="Just enough samples is slightly blotchy. Low error changes error "
"tolerance for less critical last refining pass",
min=0.000001, max=1.0, soft_min=0.000001, soft_max=1.0, default=0.5
)
name="Media",
description="Radiosity estimation can be affected by media",
default=True,
)
name="Subsurface",
description="Radiosity estimation can be affected by Subsurface Light Transport",
default=False,
)
Maurice Raybaud
committed
radio_minimum_reuse: FloatProperty(
name="Minimum Reuse",
description="Fraction of the screen width which sets the minimum radius of reuse "
"for each sample point (At values higher than 2% expect errors)",
min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015, precision=3
)
radio_maximum_reuse: FloatProperty(
name="Maximum Reuse",
description="The maximum reuse parameter works in conjunction with, and is similar to that of minimum reuse, "
"the only difference being that it is an upper bound rather than a lower one",
min=0.0, max=1.0,default=0.2, precision=3
)
Maurice Raybaud
committed
radio_nearest_count: IntProperty(
name="Nearest Count",
description="Number of old ambient values blended together to "
"create a new interpolated value",
min=1, max=20, default=1
)
name="Normals",
description="Radiosity estimation can be affected by normals",
default=False,
)
radio_recursion_limit: IntProperty(
name="Recursion Limit",
description="how many recursion levels are used to calculate "
"the diffuse inter-reflection",
min=1, max=20, default=1
)
radio_pretrace_start: FloatProperty(
name="Pretrace Start",
description="Fraction of the screen width which sets the size of the "
"blocks in the mosaic preview first pass",
min=0.01, max=1.00, soft_min=0.02, soft_max=1.0, default=0.08
)
radio_pretrace_end: FloatProperty(
name="Pretrace End",
description="Fraction of the screen width which sets the size of the blocks "
"in the mosaic preview last pass",
min=0.000925, max=1.00, soft_min=0.01, soft_max=1.00, default=0.04, precision=3
)
Bastien Montagne
committed
###############################################################################
# Material POV properties.
###############################################################################
"""Declare material texture slot level properties for UI and translated to POV."""
bl_idname="pov_texture_slots",
bl_description="Texture_slots from Blender-2.79",
texture : StringProperty(update=active_texture_name_from_uilist)
texture_search : StringProperty(update=active_texture_name_from_search)
name="Alpha",
description="Amount texture affects alpha",
default = 0.0,
)
name="",
description="Amount texture affects ambient",
default = 0.0,
)
name="",
description="Method to use for bump mapping",
items=(
("BUMP_ORIGINAL", "Bump Original", ""),
("BUMP_COMPATIBLE", "Bump Compatible", ""),
("BUMP_DEFAULT", "Bump Default", ""),
("BUMP_BEST_QUALITY", "Bump Best Quality", "")
),
default="BUMP_ORIGINAL",
)
name="",
description="Space to apply bump mapping in",
items=(
("BUMP_VIEWSPACE", "Bump Viewspace", ""),
("BUMP_OBJECTSPACE", "Bump Objectspace", ""),
("BUMP_TEXTURESPACE", "Bump Texturespace", "")
),
default="BUMP_VIEWSPACE",
)
name="",
description="Amount texture affects density",
default = 0.0,
)
name="",
description="Amount texture affects diffuse color",
default = 0.0,
)
name="",
description="Amount texture affects diffuse reflectivity",
default = 0.0,
)
name="",
description="Amount texture displaces the surface",
default = 0.0,
)
name="",
description="Amount texture affects emission color",
default = 0.0,
)
name="",
description="Amount texture affects emission",
default = 0.0,
)
name="",
description="Amount texture affects emission",
default = 0.0,
)
name="",
description="Amount texture affects hardness",
default = 0.0,
)
name="",
description="",
items=(("FLAT", "Flat", ""),
("CUBE", "Cube", ""),
("TUBE", "Tube", ""),
("SPHERE", "Sphere", "")),
default="FLAT",
)
name="",
description="",
items=(("NONE", "", ""),
("X", "", ""),
("Y", "", ""),
("Z", "", "")),
default="NONE",
)
name="",
description="",
items=(("NONE", "", ""),
("X", "", ""),
("Y", "", ""),
("Z", "", "")),
default="NONE",
)
name="",
description="",
items=(("NONE", "", ""),
("X", "", ""),
("Y", "", ""),
("Z", "", "")),
default="NONE",
)
name="",
description="Amount texture affects mirror color",
default = 0.0,
)
name="",
description="Amount texture affects normal values",
default = 0.0,
)
name="",
description="Sets space of normal map image",
items=(("CAMERA", "Camera", ""),